Apple’s keen on the gaming that makes the most money, day in and day out. And, Ternus taking over would not change the fact that they’re making massive amounts of money just producing gadgets that people want to buy, then providing a place for developers that want to sell products to those people.
They do the same for the Mac, but the developers don’t want to sell products to those people. Some of the big companies that aren’t investing in the Mac own subsidiaries that are making a KILLING on iOS. They don’t have anything against the Mac, just against putting efforts into activities that won’t bring the largest ROI.
Exactly this!
What we're really seeing now is cross-compatibility from iOS / iPadOS
back to the Mac, not the mobile experience as a "cut down" version of the desktop.
Without doing too much in terms of R&D investment or hardware-specific optimizations, mobile game devs have the Mac as a bonus platform. It's extra potential revenue at lower cost.
In theory they
could tune things to take advantage of desktop chips, or at least provide "turbo" settings (ray tracing, quality, etc.). Or simply rely on macOS's implementation of Game Mode to auto-optimize things.
So maybe the fundamental error here is seeing mobile and desktop as separate platforms when under the hood they are mostly the same platform with different viewport sizes and some varying capabilities.
TBH I personally don't need AAA graphics to sell me on a game; to me, the size of the environment, the number of things to discover / do, and whether it's
fun matters more.
If the graphics are too realistic, it gets into uncanny valley territory, and can makes it harder for me to see what's going on.
I've always preferred cel-shaded games with believable, but
not photorealistic environments -- things like
Abzu, The Pathless, Rime, Dark Cloud 1 & 2 (PS2), the
SSX series,
Okami, BOTW / TOTK -- and "toy shader / tilt-shift" types of games like
Animal Crossing, Link's Awakening, Zelda: Echoes of Wisdom, etc.
So the question for me is: Would Apple take the plunge to acquire, or start, their own first-party studio?